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Multi-kinect Skeleton Fusion for Enactive Games

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Interactivity, Game Creation, Design, Learning, and Innovation (ArtsIT 2016, DLI 2016)

Abstract

We present a procedural method and an implementation of multi-Kinect skeleton fusion on Unity environment. Our method calibrates two Kinects by combining the relative coordinates of a user’s torso onto a single coordinate system. The method is tested with a small number of participants in scenarios involving multiple users, results indicate that the method provides an improvement over a single camera, and it is accurate enough for games and entertainment applications. The video demonstration of the system is provided, and future directions to improve accuracy are outlined.

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Correspondence to Cumhur Erkut .

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© 2017 ICST Institute for Computer Sciences, Social Informatics and Telecommunications Engineering

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Støvring, N.M. et al. (2017). Multi-kinect Skeleton Fusion for Enactive Games. In: Brooks, A., Brooks, E. (eds) Interactivity, Game Creation, Design, Learning, and Innovation. ArtsIT DLI 2016 2016. Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, vol 196. Springer, Cham. https://doi.org/10.1007/978-3-319-55834-9_20

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  • DOI: https://doi.org/10.1007/978-3-319-55834-9_20

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  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-319-55833-2

  • Online ISBN: 978-3-319-55834-9

  • eBook Packages: Computer ScienceComputer Science (R0)

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